Contents

Harrier Attack II Players Guide
Introduction
The Harrier
Controls
Flight path
The Console
The Dial Panel
The Weapon Panel
The Radar Panel
Weapons
Targeting Guided Weapons
Damage
Fuel Consumption
Cloud Cover
Key-codes
Key-codes List
Arming The Harrier
Buddy Harrier
Enemy Forces
Aircraft
Ground And Sea Forces
Menus and dialogs
Front End Menus
Mission Selection
The Pilot Menu
The Settings Menu
The Help Menu
Pause Menus
Game Over Menus
Awards, Skills, Weapons and Equipment
Skills
Ascending And Descending Turns
Ascending And Descending Turns - RTF
Cancel Manoeuvre
Conserve Fuel
Console Repair
Fast Ascending And Descending Turns
Fast Ascending And Descending Turns - RTF
Fast Port and Starboard Turns
Fast Port and Starboard Turns - DFF
Fast Take-off
Flack Dodge
Ground Attack
Ground Attack Ahead
Inline Turns
Locate Cloud Cover
Port And Starboard Turns
Pursue Aircraft Ahead
Pursue Nearby Aircraft
Short Take-off
Targeting Concentration
Vertical Take-off
VIFF And Pursue
VIFF Port and VIFF Starboard
VIFF Port and VIFF Starboard - DFF
VIFF Up and VIFF down
Weapons
Bomb - General Purpose
Bomb - Laser-Guided
Bomb - Retarded
Cannon
Cluster Bomb - Anti-Tank
Cluster Bomb - General Purpose
Missile - Anti-Radiation
Missile - Anti-Ship
Missile - Heat-Seeking Air-To-Air
Missile - Radar-Guided Air-To-Air
Missile - Wire-Guided Air-To-Air
Rockets - Armour-Piercing
Rockets - General Purpose
Equipment
Additional Under-wing Pylons
Automatic Chaff Dispenser
Automatic Flare Dispenser
Automatic Ground Avoidance
Automatic Radar Detection Avoidance
Auxiliary Fuel Tanks
Chaff Dispenser
Ejection Seat
Enemy Radar Detector
Fire
Flare Dispenser
Incoming Heat-Seeking Missile Detector
Incoming Radar-Guided Missile Detector
Key-Store
Radar
Secondary Fire
Stores Pods
Target HUD
Twin Missile Mounts
Twin Rocket Pod Mounts
Weapon Cam
Mission Guide
Training Exercises
South Island Missions
Soften
Repel
Pursuit
West Island Missions
Snare
Flack
Run For Cover
Revenge
Rescue
Defend
Lure
Survive
Tank Attack
Infiltrate
Raid
Thirst
Armour Assault
Covering Fire
Stool Pigeon
East Island Missions
Walton Island
Gaudy Moor
Cinder Pass
Long Beach
Easton
Easton Bay
Barton Estuary
Castle Sound
Eastern Ocean
Cockleshell Beach
A-Cheat-A-Week
Support
Legal

 
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Key-codes

Introduction

Many of the awards that you may win are operated by the typing of a key-code. A key-code is a sequence of keys rapidly entered on the keyboard. All key-codes begin with a rapid tap on the 'Slower' key, " followed by rapid taps on the 'Faster', 'Slower', 'Up' and 'Down' keys, either individually or two simultaneously. A list of all key-codes in the game is here.

Key-code Timing

The timing of the key presses can be altered from the main menu via Settings->Input->Key-code, or from within the training exercises. You may alter the maximum time of the initial 'Slower' press, and the maximum delay allowed between presses of subsequent keys.

If you are nimble fingered then use shorter times, this will give better response times for triggering the item. If you are not so nimble fingered then you may need to lengthen the times, giving worse response times, but that is the price you pay.

As a guide, a reasonably able player could have an initial release time of 150 milliseconds, and subsequent time window of 300mS.

There is a window on the key-code screen where you can practice typing key-codes, it informs you of the actual periods between your key presses. Don't forget that in the confusion of battle you may not be so deft with your fingers.

When entering consecutive key-codes, remember to leave a time period after each one (equivalent to the key-code 'subsequent time window') for the key-code to be recognised, before entering the next.

Consequences Of Key-code Timing

Of course, setting either timing too short will result in you not being able to enter a key-code accurately.

Setting the initial release time too long results in a greater delay when you want the Harrier to slow down, as the 'Slower' key is used both to initiate a key-code and to slow the Harrier. Also you may find that you are cancelling a manoeuvre, when you really wanted to slow the Harrier.

Setting the subsequent time window too long will result in a greater time delay in triggering the desired manoeuvre. This is because the game is waiting for the length of this time after release of the final key-code key to see if you are going to press another key. For example, to cancel a manoeuvre, if you press and release the Slower key in 50mS, and the subsequent time window is set to 300mS, then the total time to cancel is 350ms. However, if the subsequent time window had been set to 100mS, then the total time to cancel would have been just 150mS.

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